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Tissue-Paper Dungeons?

If it's cinematically/dramatically appropriate then blast away - smash down walls or doors.

If it's a clever way of circumventing a problem, then maybe.

If it's the PCs being silly - then no. Or at least, it is met with consequences.... like the roof falling in, or the monsters being aware, or splinters spraying out like an AP grenade, or something.

I'll also make sure that I have some seriously well-built dungeons and doors.
 

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pogminky said:
If it's cinematically/dramatically appropriate then blast away - smash down walls or doors.

Question is, how 'cinematically/dramatically appropriate' is spending 10 minutes to bypass some nonimportant door using Knock ?

If anything, I would prefer Knock to be utility power requiring minor action. For me, running wizard (double move action) approaching the door and blasting locks open without breaking a stride is lot cooler than same wizard mumbling for 10 minutes.

Treasure chests/vault doors/etc is different issue.
 


It's the old trichotomy:

Rogues opening doors is fast and quiet.
Wizards opening doors is slow and quiet.
Fighters opening doors is fast and loud.
 

Admantite Weapons. That was our preferred way to handle doors and walls that were in our way. Closely followed by a Rogue and Desintegrate, I guess. Wait, okay, sometimes the Rogue might be the first choice, if we have one, that picked Open Lock.

Looks like 4E doesn't change much, except I don't need to spend the 3,000 gp for an Admantite weapon...
 

Players who decide to use the approach of smashing down every door are metagaming, assuming the DM will meekly present them with their next N-Level encounter.

If PC's try this in my dungeon, besides allowing the monsters in the room to get ready and send for help, it will draw every monster from at least the adjacent encounter areas, and maybe a wandering monster or two on top of this. You can actually work out the rules using perception in 4e, but if my players are acting up, I won't bother. The first time something like this happens, I will leave the PC's an escape route (likely back the way they've come) so they can learn from their foolishness, but if such behavior continues, well... it's time to make new PC's.
 

I bash a tunnel through the wall with my maul.
You smash your maul into the wall and powder a little bit of the rock. You need a mining pick for this. It will take you hours if not days, and you seriously doubt your maul will hold up to this punishment for long.

I cleave the porticulis bars with my sword.
You're not sure if you get the feeling back in your hands before the ringing stops echoing down the hall, but you can see that there is a small nick in the bar you hit. Assuming your sword doesn't break first, you should be able to check through the bars.

I chop the door apart with my axe.
The axehead bites heavily into the wood with a heavy thunk and the door groans in protest. Another swing or two should weaken the door enough to shoulder it open with ease.

I love that the DMG says use common sense. Not that I have any rules lawyers, but if I did, my common sense overrules theirs.
 

Nicely worded Xorn.. just as i would have done it..

or

You finally break down the triple reinforced adamantium magical steel door, by using nothing but brute force and 5 hours.

As the door crumbles to dust in front of you, the first gigantuan minotaur charges your party, bull rushing the closests one, with his giant axe.

Make a perception check all. Ok, you notice several more gigantuan minotaurs charging towards you, with a small horde of other creatures behind them. You also notice a lich, riding a large skeleton dragon, directing his minions to attack you. Btw, take a save vs that basilisk perched on a rock inthere that's staring at you. Oh and it's medusa companion.

and i forgot the group of beholders that are flying up near the ceiling with their death rays. Make a few more saves guys......

oh what do you mean i'm bending the rules... thought that was what you guys were doing when you insisted on using the rules to smash down that door.

Well should we return to "You see a huge door, made of heavy adamantium, severely reinforced, and glowing strongly of magic, with some lovely death symbols on it. Looks like the type of door you really need a password to open"
 

The room behind is an ancient pile of rubble and dirt caved in ages ago, however you find the several enemies coming to investigate the sound much more interesting...after they get their surprise round :D
 

Pretty seriously... combining two encounters is damn lethal in 4e, so just have another encounter show up the first couple times the group tries it like that.
 

Into the Woods

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